Ship building question: MedLab

Gabriel_Luna

Mongoose
What does it take to put full medlab (as in, grants the medlab bonus to the Medical skill checks) facilities on a ship? How many spaces, and how much would the equipment cost? I assume it's a type of "crew" space, but other than that I'm stumped.

I have a xenobiologist as a member of my group, and they're going to ask when they sit down to design their ship.

Edit: I changed the topic name to hopefully get some response. Like, for example, from Mongoose Steele, who might have the definitive opinion on the subject...
 
Well then how about you all help me speculate. What would be logical?

Devote one crew space per...5 long term care beds? Does that sound reasonable? Or would it scale depending on ship size?

All the equipment in a medlab means essentially limitless medkits and major bonuses to the Medical skill check results. I'm thinking...a shot in the dark at around 500,000cr per space? This is essentially outfitting a small hospital capable of handling anything the universe throws at it, so maybe even more like 1 million cr per space, though that puts it far higher than any other ship add on. (and we already have stats for alternate atmosphere compartments, so installing an isolab would be easy. )

Any thoughts? Anyone? Even M. Steele?
 
5 beds per space? I would prolly leave it at 4 (even numbers are generally easier to deal with) per space, and because of the sheer cost of medical equipment I would put it easily at 750,000 cr a space.

I'm not sure how the MedBay trait fell out of the book, but good catch. :)

Bry
 
Personally I would have said something along these lines, costs slightly less than others mention because the impetus is to assign multiple areas and thus increase the costs in order to get a facility that provides for quantities as needed and required.

As a thought, I would also allow multiple facilities to use the "Aid Other" option so you could have one medical facility directly providing recuperative help or scientific study and another (or multiple) providing additional support and/or study that transaltes into a circumstantial aid another bonus if the other npc physicians or lab workers make thier rolls.

Med Labs and Laboratory's
(Available on vessels Small size and larger as noted below).

Type Cost Cargo Spaces Bonus Running Cost
Basic 10,000cr 1 +1 1,000cr/mo
(Small area/station) - Available in any vessel from small up
Standard 75,000cr 3 +3 10,000cr/mo
(Standard Room and equipment) - Available in any vessel from Large up
Advanced 250,000cr 5 +5 25,000cr/mo
(large functional area with specialised facilities) - Available in any vessel from Gargantuan up

Type
This is the kind of lab or medical facility, from a small area, single bed and workstation that can fit in the rear of a shuttle to an expansive fully functional hospital or scientific research area.
A Small facilitiy can handle 1 patient at a time or provide its bonus to one scientific topic.
A Standard facility can handle 6 patients at a time or provide its bonus to 3 sicentific topics.
An Advanced facility can handle 20 patients at a time or provide its bonus to 5 scientific topics.

Cost
This is the cost in credits that the facility/area costs.

Cargo Spaces
Facilities of this sort take up space, obviously this cannot be crew space that is taken up by actual crew and thier living spaces but instead takes up space as passengers would, namely cargo space. Obviously it may be an idea on some vessels to have multiple facilities, these can represent separate areas or much larger single ones.

Bonus
The listed bonus represents a competence bonus the facility provides to the relevant skill checks based on the type of facility.

Running Costs
This amount in credits is the amount it costs to keep the facility maintained and stocked of supplies in order to keep running at full efficiency. For each month the running costs are not met the bonus the facility provides drops by 1 (+3 to +2 etc..) when the bonus reaches +0 the facility is so run down/depleted that it is of no benefit to relevant skill checks at all. In order to restore a run down/depleted facility (one that is at +0) a player must pay 50% of the original purchase cost in order to restock and restore the facility back to working order. At any point a facility is at +0 it may be reverted back to normal cargo space for free if so desired.
Obviously with military or other government or institution owned vessels the running costs are paid by them not the players, as such running costs are only of any concern to freebooters and other independants.

I hope this helps.
 
I was just throwin' down a simple answer...but I totally support Neo's suggestion. He has put alot of good thought into that, and it looks good to me! :)

Back to work for me!

Cheers,
-Bry
 
Mongoose Steele said:
I was just throwin' down a simple answer...but I totally support Neo's suggestion. He has put alot of good thought into that, and it looks good to me! :)

Back to work for me!

Cheers,
-Bry

Thanks Bry, glad you approve :)
 
That's in depth Neo, and I appreciate it. I think the cost is a bit low, but other than that looks good. So I think I'll pick some middle ground (thanks to you too, Mongoose Steele!) and toss a page into the Ship Builder's book before it comes up in game.
 
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